doom3-bfg/neo/framework/Console.h

96 lines
3.3 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __CONSOLE_H__
#define __CONSOLE_H__
enum justify_t
{
JUSTIFY_LEFT,
JUSTIFY_RIGHT,
JUSTIFY_CENTER_LEFT,
JUSTIFY_CENTER_RIGHT
};
class idOverlayHandle
{
friend class idConsoleLocal;
public:
idOverlayHandle() : index( -1 ), time( 0 ) {}
private:
int index;
int time;
};
/*
===============================================================================
The console is strictly for development and advanced users. It should
never be used to convey actual game information to the user, which should
always be done through a GUI.
The force options are for the editor console display window, which
doesn't respond to pull up / pull down
===============================================================================
*/
class idConsole
{
public:
virtual ~idConsole() {}
virtual void Init() = 0;
virtual void Shutdown() = 0;
virtual bool ProcessEvent( const sysEvent_t* event, bool forceAccept ) = 0;
// the system code can release the mouse pointer when the console is active
virtual bool Active() = 0;
// clear the timers on any recent prints that are displayed in the notify lines
virtual void ClearNotifyLines() = 0;
// force console open
virtual void Open() = 0;
// some console commands, like timeDemo, will force the console closed before they start
virtual void Close() = 0;
virtual void Draw( bool forceFullScreen ) = 0;
virtual void Print( const char* text ) = 0;
virtual void PrintOverlay( idOverlayHandle& handle, justify_t justify, VERIFY_FORMAT_STRING const char* text, ... ) = 0;
virtual idDebugGraph* CreateGraph( int numItems ) = 0;
virtual void DestroyGraph( idDebugGraph* graph ) = 0;
};
extern idConsole* console; // statically initialized to an idConsoleLocal
#endif /* !__CONSOLE_H__ */